David,
        I'm not sure we have one yet. :-) But this option is mentioned in our
perf_guide.txt.

thanks,
        Chien Yang
        Java 3D Team.

> Delivered-To: [EMAIL PROTECTED]
> MIME-Version: 1.0
> Date: Mon, 7 Jan 2002 14:22:25 -0500
> From: "Yazel, David J." <[EMAIL PROTECTED]>
> Subject: Re: [JAVA3D] setCapabilityIsFrequent
> To: [EMAIL PROTECTED]
>
> Thanks Chien.  I must have missed it somewhere, but where is the
> documentation on all the options for Java3d?
>
> Dave Yazel
>
> -----Original Message-----
> From: Chien Yang [mailto:[EMAIL PROTECTED]]
> Sent: Monday, January 07, 2002 2:20 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] setCapabilityIsFrequent
>
>
> David,
>         Have you tried playing with the folowing property flag ?
>
>     - Space versus time property
>         By default, Java3d only builds display list for by-copy geometry. If
>         an application wishes to have display list build for by-ref geometry
>         to improve performance at the expense of memory, it can instruct
> Java3d
>         by disable the j3d.optimizeForSpace property to false. For example :
>
>                 java -Dj3d.optimizeForSpace=false MyProgram
>
>         This will cause Java3d to build display list for by-ref geometry and
>         infrequently changing geometry.
>         See also : Part II - isFrequent bits, and Part IV - Geometry by
>         reference.
>
>
> > Delivered-To: [EMAIL PROTECTED]
> > MIME-Version: 1.0
> > Content-Transfer-Encoding: 7bit
> > X-Priority: 3
> > X-MSMail-Priority: Normal
> > X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200
> > Date: Fri, 4 Jan 2002 23:36:38 -0500
> > From: David Yazel <[EMAIL PROTECTED]>
> > Subject: [JAVA3D] setCapabilityIsFrequent
> > To: [EMAIL PROTECTED]
> >
> > I was wondering if we could get a bit of information on how this nice
> piece
> > of optimization works.  There is one critical place where we need to use
> > this.  Our skin and bones animation system uses some metrics to determine
> > how often to recalculate skins of all avatars.  One thing that we found in
> > 1.2.1 is that no matter how seldomly we actually updated the skins the
> > performance degraded with each avatar added to the scene.  Our metrics
> > reduces the frequency of updates based on the number of avatars in the
> > scene, and how close each one is to the view and the current framerate.
> So
> > we give higher priority to avatars closer to the view and less priority to
> > the avatars farther away.  This means when we have 10 avatars, with 3 very
> > close and 7 fairly distant that the farther ones might be redrawn every
> 200
> > ms, but the closer ones might be redrawn every 25 ms.
> >
> > If use clearCapabailityIsFrequent(GeometryArray.ALLOW_REF_DATA_WRITE) on
> the
> > avatars being updated 4 times a second is there a chance they will be
> > rendered with a display list?  In this scenario should we be using this
> > technique to improve performance?
> >
> > Sincerely,
> >
> > Dave Yazel
> > Cosm Development Team
> >
> >
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